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Everything posted by Nyxilo
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Nyxilo replied to JonnyOThan's topic in KSP1 Mod Releases
LiquidFuel is replaced by Kerosene for all the airbreathing engines - excluding the RAPIER which uses LiquidMethane instead - however for the rocket engines it depends on their configs, some use Kerosene, others Aerozine50 and so on. Oxidizer also is replaced by LiquidOxygen for most of the engines (including the RAPIER). Stock ressources are still available for fuels tank though. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
Nyxilo replied to JonnyOThan's topic in KSP1 Mod Releases
Hello, I am currently using KSA IVA Upgrade alongside RealFuels and, as the latter replaces LiquidFuel with Kerosene for the engines, the fuel and flow gauges do not display the correct amount / flow of fuel. This is a minor detail, as the KSP's own HUD is minimal in the IVA and can be left on to display fuel values and stuff, but I was wondering if this could be an easy compatibility fix or not. If it's out of place and only related to KSA, let me know and I'll ask there. -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Nyxilo replied to Gameslinx's topic in KSP1 Mod Releases
Thank you! I've set the Reflection Refresh Mode to Low (everything looks horrible if disabled) with all the other settings cranked all the way up, and it works perfectly. And, apart from the huge performance impact between "Low" and "Every Frame" mode, I don't really see any difference. I'll stick with it until the problem is - perhaps - solved.- 3,121 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Nyxilo replied to Gameslinx's topic in KSP1 Mod Releases
Hi, I've been using Parallax for a while and have noticed a - somewhat annoying - quirk with the lights on my setup (Ryzen 7 3700X / RTX3070 Ti / 48GB of RAM). Here are the tests I did: - Random test bench made from reactors and lights (with emission enabled as I use them as spotlights / navigation lights usually), - Pixel Light Count at 64, - Tests on Stock, Stock & Parallax, Stock & Parallax & Deferred instances. In Stock I'm running at 38 FPS (perfectly fine), in Stock + Parallax I drop to 18 as soon as the lights are on and in Stock + Parallax + Deferred I drop to 21 with lights then 18 with lights and engines (Whiplash / Panther on AB). Playing with the Pixel Light Count improves performance (at 0 I'm at 38 FPS) but also makes the lights disappear, which I don't want. Obviously, getting rid of Parallax solves all the issues - and I can run at 38 on a fully graphics modded instance - but it would be a shame to go without such a mod. I've tried playing with the Parallax settings but I don't want to mess it up. If anyone has any advice, I'd love to hear it.- 3,121 replies
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JSU and RWE now work together like a charm, thanks !
- 125 replies
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- atomictech
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I am huge fan of @selfish_meme' River-run Air-race Challenge but it's not very up-to-date... so I've decided to revive it adding a twist: Ferram Aerospace Research! Unlike the original run this one is only a one-way trip as FAR restricts a lot the airframes, thus extending the average race time. The overall path remains the same (please refer to the OP for more details). Rules: 1) Ferram Aerospace Research mod is mandatory. Atmosphere Autopilot is strongly recommended, especially for Fly-By-Wire and Speed control. 2) This is a rated race. Time will still be accounted for in ranking tables; however, this race is designed more as a personal challenge than a competition. 3) Timer starts at brake release on the Homeplate and stops at 5000m ASL above the Bowl. There is no turn-around like in the original run. 4) Take your time from the in-game clock. As the game speeds up and slows down, it's the only one displaying an "accurate" time. 5) Flight level must remain under 300 meters ASL. 6) Any in-flight modification to the aircraft will make the run invalid. See “Points Calculation” for more details. How-to : the River Run After your craft spawns on the Runway, put the brakes on then teleport to the Homeplate just before the canyon’s entry using the Alt + F12 menu in “set position”: Then, wait for your craft to land on the Homeplate. Timer will start as soon as you will release the brakes so don’t waste time! The path is self-explanatory, as long as you stay below 300 meters ASL. The timer / run ends after climbing above the Bowl at 5000 meters ASL. Here is an example: Test Run | KSP Canyon Race 2023 - YouTube (terrible run but shows the path) Points calculation: River Run: FAR Edition 0/5 1/5 2/5 3/5 4/5 5/5 Time (min) > 11’ 11’ - 10’ 10’ - 9’ 9’ - 8’ 8’ - 7’ 7’ > Max ceiling (m) > 250 250 - 200 200 - 150 150 - 100 100 - 50 50 > Max speed (m/s) < 300 300 - 350 350 – 400 400 - 450 450 - 500 500 < Powerplant1 Anything else2 JX-4 J-404 / J-33 J-20 R121 / R7000 E-Propellers Max G > 25 25 – 20 20 – 15 15 – 10 10 – 5 5 > Bonuses3 Manned aircraft4 +1 Camera Locked +1 No HUD (3rd Pers.) +1 Upside down flight +2 Mod IVA +2 Stock IVA +3 Run is invalid if... Unconsciousness Aerodynamic failure Part jettison 1Multiple engines are allowed, however take the worst one into account, i.e., if you have a R.A.P.I.E.R. and a Juno, you will have 0/5 in powerplant rating. 2Including CFG-Edited or engines from mods, as well as rocket engines and SRBs. 3Bonuses are additive and are awarded if only the full flight is made accordingly. 4With Kerbal G-Force limit enabled at 1.0x. I’ve based the points on multiple performances. They will evolve if needed. A maximum of 30 points are obtainable at the same time. As I said, this is designed as a personal challenge, I won't make global leaderboards. Have fun, good flight!
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Hey ! Do you have an idea when your mod will be compatible with Jet Sounds Upddated ? RWE and JSU are real nice mods, having them together would be awesome.
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- atomictech
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[WIP][1.8.x-1.12.x] Singularity - black hole shaders
Nyxilo replied to blackrack's topic in KSP1 Mod Development
Thanks to OhioBob on the Kopernicus thread, there's an easy way to remove the corona with Kopernicus, you only need a black PNG to set as the corona's texture. https://1drv.ms/u/s!AtylFJmePVdBiMFYBBDbKuDYXUSZ3g?e=6BqIEC Here's just a folder w/ the Kopernicus config and the black texture for the corona. -
[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Nyxilo replied to R-T-B's topic in KSP1 Mod Releases
You solved it. Thanks a lot ! -
[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Nyxilo replied to R-T-B's topic in KSP1 Mod Releases
After a few hours digging into other mods Stars' configs, here's what I have come up with : @Kopernicus:AFTER[KOPERNICUS] { Body { name = Sun Debug { exportMesh = false update = true } Template { name = Sun removeCoronas = true } Properties { description = Trying to hide the Sun's Corona. useTheInName = False displayName = Singularity } ScaledVersion { Coronas { Corona { Material { texture =SingularityKopernicusPatch\PluginData\Black.png } } } } } } Still not working -
[1.12.x] Kopernicus Stable branch (Last Updated August 29th, 2024)
Nyxilo replied to R-T-B's topic in KSP1 Mod Releases
Hey ! I'm currently trying to remove the Kerbol/Sun's Corona with Kopernicus, however i'm struggling a bit with the .cfg I saw there's a removeCoronas node, but I don't understand how to use it on the stock Sun. The idea would be to replace the stock Sun with it's own copy, only without any Corona (or whathever effect in fact, because there's a blackhole slapped on it). The reason is that Singularity seems not to hide the stock Corona anymore, so I'm trying to find a fix with Kopernicus. -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
Nyxilo replied to blackrack's topic in KSP1 Mod Development
Looks like Kopernicus has a "removeCoronas" settings somewhere, I'll look into this. -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
Nyxilo replied to blackrack's topic in KSP1 Mod Development
Hey ! I'm using your preset for the Sun, however even with the hideClestialBody set to True, I see what looks like the stock Sun's corona. I tried to remove each of Ghost1, Ghost2, Sunflare, SunSpikes or replace them with black / transparent PNGs, but it didn't worked. Here's a screen without hidecelestialbody enabled and with it. Is there something I can do ?